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I love the way PREY (2017) handles dead NPCs (Spoilers)

nkarafo

Member
* This post contains spoilers so if you haven't played the game don't read below.
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So, in this game you explore a space station where death and devastation took place. Which means hundreds of corpses are lying around.

Now, games like this (let's say Dead Space or Callisto Protocol) need those corpses so you can loot them. They also need them as visual storytelling, to see the damage that has been done. And it makes sense to have corpses lying around when you explore a place where devastation and death took place.

Prey does all that just like any other game with similar themes. But it goes one step further:

In this game, each corpse is an actual named person who is logged into the various security computers you can access. You can use these computers to track and find each killed person individually through their tracking bracelet. There's even a check mark next to the corpses you have found so you can always track one of those you haven't to see if they hold something useful. I like the way they all have designated places to be and jobs to do and for many of them you can even find their cabins and offices, with all sort of small storytelling bits about them. A few of them may be part of side quests but even those that don't still exist in this world naturally. Even the most insignificant person in a random hallway may have a cabin, an office or one of those small bed chambers to their name. It's like nobody is there randomly by chance and each one is individually handpicked and placed in their positions with care. And the scale of the game (literally hundrends of people) makes it all more impressive.

This makes the space station feel so much more believable and lived in. Which is even more important in an immersive sim like Prey. Now in other such games like System Shock 2 and Bioshock, the NPCs are usually the ones who attack you because they are either infected or brainwashed. Prey also has a few of those but they are still named. But in the other games they are just random enemies who also respawn so you don't feel like these people mattered as much. I think Prey is a better game than those (awesome) games and this is one of the reasons.

The only issue i have with the NPCs is the way they look, it seems like the early days of wokeism taking over as there isn't a single attractive woman in this station. Also, there is a certain black woman who looks like a Caucasian who fell in tar or something. It's quite funny and unnatural looking. Like they wanted to race swap her at the last minute and picked the wrong shade of black or something. It's a bit distracting but it's a different issue altogether. It doesn't really take away anything from the whole system

So i wonder if other games have done such interesting things with all their background dead NPCs. I can think of SOMA, which may be even better, but that one is a much smaller game in scale and also linear, with only a fraction of the number of NPCs.
 
Yeah, the level of detail was impressive, every nook and cranny and ever the outside of an entire space station could be explored.

I miss when games with woke styling could still be good, now we get woke AND the game is simply garbage in general.
 
Agreed, this game has a ton of detail and nuance all through it.
On the characters looks though, that was just Arkane's style. Look at Dishonored, that has been their art direction for awhile. Over exaggerated features like hands and such, none of their characters have ever been good looking. It was actually something I initially had to get over when I played the first Dishonored and I'm glad I did because no one made games like them.
 

nkarafo

Member
Ok, what makes the game so good...?? I'm going to buy it.
Ok since you already entered this thread, you won't mind some minor spoilers.

For me, it's the space station and it's persistent nature.

It looks amazing for starters. Both technically and aesthetically, especially on PC with the Luma mod. And on SSD the loading times are just a few seconds.

The level of detail is very high for such a game as it's open world and persistent, which means every object or furniture or killed enemy stays where you left it. So you could technically pick a room and make it your own, fill it with cabinets and suitcases for extra storage, decorate it a bit, place some defenses outside, etc. Though the game already gives you your office as your "safe house". This isn't even something you need to do, but you can.

The way you explore is also very interesting. You may enter a room by finding the keycode or hack it, if you level up your hacking skill. Or if it only opens with a keycard you can explore to find it, or find another way in, maybe there's a hidden hatch somewhere. Maybe there is a window you can smash, maybe you can reach the ceiling if you climb high enough and there is a hole there, maybe there's a barred window where you can't enter but you can reach the computer screen or unlock switch if you throw something at it. Maybe ther's some big object blocking the door and if you are strong enough you can move it away. Or find a way to destroy it (we'll get to that). There are a lot of creative ways to explore in the game and there are only a few instances with locked areas that have only one option (mostly for main story related/progression reasons).

Upgrading your character feels great, the more skills you upgrade, the more accessible the whole place feels. Kinda like Metroid but with more freedom.

The crafting system is the best i have ever seen in any video game. You gather materials (there are 4 types) and then use those materials to craft stuff using some special machines around the station. But it's the way you gather those materials that's interesting. Basically you gather junk and you recycle it for those 4 materials. But the best thing about this is pretty much everything you see around can be turned into materials, not just stuff in your inventory. Every random piece of decoration or small furniture and random 3D object (except of things that are too big or "bolted to the ground" as the game describes) can be destroyed and recycled into materials.

Which means, technically, you can literally reduce the amount of visual detail/clutter in the game this way. For instance you can enter in a cafeteria with a lot of tables, chairs, plates, etc, put them all in a pile and destroy them for materials. And that room will remain empty for the rest of the game, as nothing really re-spawns except for the enemies. Though you will never need that much, emptying the whole station of any movable 3D object and making it less detailed is doable. I have never seen any other game where such thing is possible, it's almost like having the power of a limited, harder to use level editor :p

Oh and crafting stuff is not done in the UI. It's a very simple system of clicking buttons on an in-game computer touch screen in real time, which makes it faster and very easy to use. Which is great because you are going to use it a lot.

I already mentioned the whole NPC system.

If you played Bioshock or System Shock 2, this is very similar in gameplay and exploration. But the interactivity and level of detail is much higher here, which makes it feel more immersive IMO.
 
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I remember the first time I ran into a poltergeist as being one of the most memorable gaming experiences. The fact that it was so far into the game and how it happened at such a random time felt so natural. Not sure if it's the same for everyone but I ran into mine in one of the bathrooms. Had no clue anything was in there until the lights started flickering and the ambient sound changed like my ears were ringing. Legitimate underrated masterpiece of a game.
 
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grvg

Member
Dang, I need to go add this to the “good ending” thread.

The intro, though, that was the best intro I’ve ever played in a vidya.

You’re in for a treat, heimdall
 
When you talk about creative games Prey is a good example, the npcs, the weapons, the mimics, and the whole space station layout, amazing game.. and from that to Refall.. what a waste.
 

GymWolf

Member
When you talk about creative games Prey is a good example, the npcs, the weapons, the mimics, and the whole space station layout, amazing game.. and from that to Refall.. what a waste.
They softened the blow with deathloop that although it had some glimpse of their geniality and great level design, it was clearly not on par with their best work.

(And for my taste, prey was already a small step down from dishonored saga but that is super personal because i hate the enemies on prey except the mimic that are pure genius)
 
They softened the blow with deathloop that although it had some glimpse of their geniality and great level design, it was clearly not on par with their best work.

(And for my taste, prey was already a small step down from dishonored saga but that is super personal because i hate the enemies on prey except the mimic that are pure genius)

I couldn't finish Deathloop, i liked the world and gameplay but could not enjoy the loop, every time you die you start over got old after about 20 hours, shame really but that's the point of the game i guess.
 

SkylineRKR

Member
Prey is one of the best games of the last decade. The PS4 and Xbox One didn't do it justice. I started to appreciate it once it was x-enhanced. Gone are the load times, the severe input lag and the low fps. The controls are actually very good. I was completely hooked to it just a few years ago. Avoid Combat Focus if you want a challenge.

Prey absolutely smokes Deathloop, which I couldn't really get through until a few months ago. Its very dumbed down, rather shallow and repetitive. You're constantly loading up the same few areas with the same enemy placements to advance the plot. It has its moments, but its nothing compared to Prey and Dishonored.

Prey smokes Bioshock too. Bioshock was good, but its not a seamless world. Probably held back by tech at the time. Prey's Talos is one huge map and when you are outside you can see the level design is on point. This is what I hoped Rapture would be. Bioshock wins on narrative and you can mix abilities to lay waste on your opponents, which can be fun, but I prefer Prey. I'd say the weakest aspect of Prey are the enemy designs.
 
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Neilg

Member
It's impressionism taken to a new medium - allowing a world where everyone is dead to feel more alive than most games.
Once that part of the design document was locked I bet everyone was stoked to get to work on it, all the writing / design team that would have been writing dialogue and dealing with NPC's got to put all their energy into the intricate, tightly woven stories. I've said it many times on this forum but you can really feel when the people making a game were excited to turn up to work every day.
 
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nkarafo

Member
Avoid Combat Focus if you want a challenge.
Yeah, i maxed out everything, lol. I always max out when playing games and i suppose one of the game's weaknesses is that it gives you too much.

I could even max out the alien skill trees if i really wanted but i had my fix exploring every single area already so my OCD calmed down a bit.


Prey's Talos is one huge map and when you are outside you can see the level design is on point.
Yeah, it looks amazing if you look at it from far enough. I also love the views of it on that giant screen in the Talos Bridge section.

Although, i don't think the scale of the model is right. It's definitely smaller than it should be. You can tell by going to the dome area on top, i forgot the name. This is a huge area when you are inside but from outside it looks tiny in comparison. Or maybe my brain gets confused, i don't know. It definitely doesn't feel right to me.

Oh and i would say the outdoor parts are the weakest in the game. You have this helmet that obstructs the view and it's also a bit disorienting. One particular mission there is the most frustrating part in the game.

In the PC version (not sure about consoles) there's also a strange glitch where the whole station "jumps" a bit if the camera is at a certain spot. At first i thought it was stuttering but no, the camera moves smoothly, it's the whole station that makes a small stutter/jump back and forth as you move the camera left/right at that exact spot. It's very weird and distracting. This also happens in every zero gravity area too so it's not a glitch with the Talos model, it's a bug with the zero gravity camera.
 
When I read about how Arkane intended a different IP with before they here forced into using the Prey IP by Bethesda, I was very disappointed knowing that many of Prey’s excellent systems being restricted on that theme instead of creating the game they were supposed to make.
 

SkylineRKR

Member
Yeah, i maxed out everything, lol. I always max out when playing games and i suppose one of the game's weaknesses is that it gives you too much.

I could even max out the alien skill trees if i really wanted but i had my fix exploring every single area already so my OCD calmed down a bit.



Yeah, it looks amazing if you look at it from far enough. I also love the views of it on that giant screen in the Talos Bridge section.

Although, i don't think the scale of the model is right. It's definitely smaller than it should be. You can tell by going to the dome area on top, i forgot the name. This is a huge area when you are inside but from outside it looks tiny in comparison. Or maybe my brain gets confused, i don't know. It definitely doesn't feel right to me.

Oh and i would say the outdoor parts are the weakest in the game. You have this helmet that obstructs the view and it's also a bit disorienting. One particular mission there is the most frustrating part in the game.

In the PC version (not sure about consoles) there's also a strange glitch where the whole station "jumps" a bit if the camera is at a certain spot. At first i thought it was stuttering but no, the camera moves smoothly, it's the whole station that makes a small stutter/jump back and forth as you move the camera left/right at that exact spot. It's very weird and distracting. This also happens in every zero gravity area too so it's not a glitch with the Talos model, it's a bug with the zero gravity camera.

Yep, you don't even need to abuse neuromod production.

I had combat focus 3, maxed shotgun and sneak attack. I 3 shot Nightmare every time and he couldn't even react. From there I knew this was easy mode.

Then I did a Leverage run. Its quite fun throwing objects at enemies. And from now on I always max Mobility as one of the first trees. With maxed mobility the map is insanely fun to run through.
 
Just to add, for anyone that is going to play it for the first time. Play it on PC or Series x. The PS4 (no actual PS5 version or update), still is terrible with bad FPS and input latency.
 

nkarafo

Member
Just to add, for anyone that is going to play it for the first time. Play it on PC or Series x. The PS4 (no actual PS5 version or update), still is terrible with bad FPS and input latency.
Also, before you enter the map "Shuttle Bay" reduce the object quality from "very high" to "high" otherwise exploring the place is going to be a bad, glitchy experience.

There is a mod that fixes it but it's not compatible with the "Luma" mod, which i think is essential.

Btw, the difference between high and very high doesn't really affect the graphics of the objects, it only controls how far these objects will still be rendered. So you are not losing any fidelity, you just see a few more objects pop up from a very far distance.
 
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